varying vec3 normal, lightDir, eyeVec;void main(){	

vec3 LightPos = vec3 (0.0, 5.0, -15.0);
	normal = gl_NormalMatrix * gl_Normal;	vec3 vVertex = vec3(gl_ModelViewMatrix * gl_Vertex);	lightDir = LightPos - vVertex;	eyeVec = -vVertex;	gl_Position = ftransform();		}